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Thank you very much for playing the demo!

>Kinda expected since its java.

You never know. I'm devving on mac and the first windows build was broken, so... OSs like to act up when you peek outside of JVM

>menu navigation could wrap around

You mean in interaction menus? Gotcha, will do that.

>i think having to open your inventory in front of an interactible and then using it would give the player more opportunities for problem solving

Yeah, I'm playing around with the idea of not just adding a new interaction option with text attached. The "Equip L/R" from the inventory is a leftover from one such attempt. Thanks for the idea, I'll see what I can do.

>not sure how the attributes would have changed gameplay

The core route is kinda similar - you still need to craft a certain item and use it on a certain object in 4/5 stat routes (one stat route is 0 in all, impossible in game but I use it to check if the game's beatable), but stats can give you "skips" so you may not have to set all the flags. And all stats play a role in the final interaction - so you have 5 options (1 for each stat + 1 for zero in all stats) to complete the demo. And one stat allows you to skip crafting a certain item and the final interaction "puzzle", but there's RNG involved - at lvl5 it's 30% chance to succeed and 100% chance to not be able to try again (it scales down with each stat level down, with 0 being impossible and 0.01% chance to succeed and 0% chance to not be able to try again)

>the atmosphere is nice, i was always expecting needing to run away from some monster or something, like in amnesia

Yeah, the enemy is not implemented. It will be there though!

Thanks for your review, I appreciate it!